Aggression X (Passive)

Increases the maximum damage dealt by the unit, where X is the amount of damage the character adds.

Ambush (X/Battle)

The unit can activate this ability when initiating a skirmish. The unit will win initiative every round automatically (unless the opponent chooses to Defend) and gains a +2 bonus to attack, defense, and damage.

Arrow Rain (X/Battle)

Assassinate (Passive)

When a unit with this ability defeats an enemy unit, the major characters in that enemy unit have a 40% chance of dying instead of 20%. Bodyguard still negates this ability for others, though the Bodyguard will suffer the increased death chance.

Bodyguard (Passive)

The character protects the other major characters in the unit; if it is routed, the other major characters have a 0% chance of dying. The Bodyguard maintains the standard 20% chance of death. If more than one character in the unit has Bodyguard, the owner of the army gets to decide which character activates the ability.

Charge (X/Battle)

The unit unleashes brutal charging maneuver. This ability is used when initiating a skirmish, and grants that unit one free hit that is automatically successful. The skirmish then proceeds as normal from that point on.

Dash (X/Battle)

For a single move, this ability gives a unit a +2 bonus to Movement.

Earth Rune (X/Battle)

Cause an earthquake dealing 2d4 + 1 damage to all units in an area. Range 1. Also negates the Tightened Defenses status.

Endurance X (Passive)

Increases the maximum hit points of the unit, where X is the number of additional hit points bestowed.

Extra (X/Battle)

Uses of this ability do nothing on their own. They can be spent as uses of other per-battle abilities that the unit possesses; for example, if an Archer unit with Arrow Rain had access to one or more uses of Extra, they could spend those uses of Extra to use more Arrow Rains.